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Matt Leinart Flag Football Network

Rules of the Game

League Rules

Game Format

  • Field is approx 30 yards wide and 40 yards long, not including the 5 yard end zones.
  • Games are 6 on 6
  • Teams of 8-10 players (all players should play an equal amount of time, or as close to it as possible. This is tough for the league to monitor, so it is really up to the coach’s integrity.)
  • Four 10-minute (12-minute at some locations) running clock quarters (1 minute break between quarters, 5 minute break at half)
  • Coin flip determines choice of possession or direction (winning team can elect to defer to the 2nd half)
  • Two 30-second timeouts per half
    • The clock will only stop for time-outs and injuries (it does not stop for incomplete passes, out of bounds, change of possession)
    • The clock will also stop in the final 2 minutes of the game if there is an offensive penalty, while the defense is trailing, or vice versa.
    • If a timeout is called after a touchdown, the clock will not start until the play after the conversion attempt
    • Teams switch sides at halftime
    • Overtime (only in the playoffs)– if the score is tied, an overtime period will take place with each team receiving a possession.
      • Coin flip determines choice of 1st or 2nd possession
      • Possession begins at the 10 yard line (both teams will go in the same direction)
      • If a touchdown is scored, a team can elect to go for a 1 or 2 point conversion.
      • If an interception occurs and is returned for a touchdown on the first possession of an overtime period the game is over.
      • If an interception occurs the team intercepting the ball can elect to take possession at the 10 yard line, or where the runner is flagged.
      • If the game is still tied after the first overtime period an additional overtime period will be played. If still tied after 2 overtime periods the ball will be placed on the 5 yard line going out and each team will get one play with the team gaining the most yards on that play being declared the winner.
        • Teams alternate first possession each overtime period

Basics

  • All players must wear proper uniforms which is defined as ML Flag provided, Jersey, Shorts and Flags. Optional accessories are arm sleeves, headbands or beanie style cap (no hats with brims allowed). If in cold weather sweats or any long pants are worn the ML Flag Shorts must be worn over them covering the pockets
  • Each possession to begin a half, after a score, or after a turnover on downs starts at the 5 yard line
  • 30 second play clock
  • The offensive team has three plays to get a first down, then three plays to score once they have crossed mid-field.
  • Interceptions can be returned, and possession will begin where the defender is flagged
  • QB has to throw the ball within:
    • K – 2nd grade – 6 seconds
    • 3rd-8th grade – 4 seconds
    • Girls Divisions - 6 seconds
    • Any forward pass must be released within the 4 or 6 second sack clock from the snap of the ball or it is a sack, with the ball being placed 5 yards back from the previous spot (the sack clock does not reset if the ball is handed off or thrown backwards). 

A sack can occur in the end zone, with a resulting safety, if the ball is snapped inside of the 5 yard line. Any sack occurring on a play that starts from the 5 yard line will be placed on the 1 foot line. This does not apply at the K-2 level.  This does not apply at the K-2 level, as there are no safeties in those grades. Any ball dropped in the end zone, flag pulled in the end zone, or sack inside of the 5 yard line will simply have the ball placed at the 1 foot line.

  • If the ball carrier attempts to throw the ball after the sack clock is expired, the play will be blown dead and a sack called.
  • (3rd 8th Grade: A play will be considered a run play, when the ball carrier crosses the line of scrimmage, or if a player takes a hand-off from the quarterback, and does not cross the line of scrimmage in the allotted time. A play in which a player takes a hand-off from the quarterback, and then throws a forward pass will be considered a pass play, and not count as a team’s run play.)
  • Shovel passes are allowed other than in the no run zone
  • Defensive players cannot cross the line of scrimmage until a handoff has occurred – No rushing the QB
  • Offense may run the ball without limit other than in the no run zone (no direct QB runs) for the Irvine location and all female divisions at all locations.  All other locations coed grades 3rd-8th are permitted one run to gain a first down and one run going in to score (other than in the no run zones). 
    • There are no runs within five yards of the midfield first down, or five yards of the goal line.
    • One first down at midfield
    • Ball is placed where the ball is when the flag is pulled
    • Snapped ball can be between the center’s legs or to the side but must be one continuous motion
    • Center cannot take a handoff from the QB
    • All players are eligible
    • No leaping (if a player dives, the ball will be spotted where the runner left his feet)
    • A receiver must have one foot in bounds when making a reception
    • Only one player can be in motion at the same time
    • Absolutely no tackling or blocking
    • No fumbles (a fumbled, or stripped ball is dead and placed at the spot of the fumble with the offensive team retaining possession) If a player attempts to lateral a ball then the defending team can intercept it and take possession.
    • A play is dead when:
      • Flag is pulled
      • Runner’s knee touches the ground
      • Runner steps out of bounds
      • If a player loses his flag then the opposing team must touch him down.
      • Games cannot end on a defensive penalty
      • If the offense commits a penalty on the games’ final possession the game is over.
      • Offensive Coaches are permitted on the field at all levels ( 2 coaches for K-4th grade divisions and 1 coach for 5th-8th grade divisions) but must remain behind the QB. Defensive coaches must be off the field by the snap of the ball

Mercy Rules:

  • No timeouts in mercy. 
  • If a team is in front by 25 or more points, they cannot advance an interception. The team will take over possession at their own 5 yard line.
  • If a team is up by 25 or more they only have 2 downs to get a first down.
  • If a team is down by 25 or more points they have unlimited runs (except in the goalline no run zone).
  • If a team is down by 30 points they will receive 4 downs to gain a first down.
  • Any team up by 33 or more points will not receive an offensive possession. The losing team will retain possession, and will continue to reset the ball back at the 5 yard line should they not gain a first down.
  • Any team up by 33 or more points in the 2nd half of a playoff game will be declared the winner and the game ended (trailing team is allowed one possession to start the 2nd half if scoring would bring the total under 33) 

IRVINE MERCY RULES

  • No timeouts in mercy 
  • If a team is in front by 25 or more points, they cannot advance an interception. The team will take over possession at their own 5 yard line. 
  • If a team is up by 25 or more they only have 2 downs to get a first down. 
  • If a team is down 25 or more points they have 4 downs to get a first down. 
  • Any team up 30 or more points will not receive an offensive possession. The losing team will retain possession, and will continue to reset the ball back at the 5 yard line should they not gain a first down.
  • Any team up by 33 or more points in the 2nd half of a playoff game will be declared the winner and the game ended (trailing team is allowed one possession to start the 2nd half if scoring would being the total under 33) 

Scoring

Touchdowns = 6 points

Extra Point (5 yard line) = 1 pt

Extra Point (10 yard line) = 2 pts

Safety = 2 pts

Penalties:  NO PENALTIES WILL RESULT IN AUTOMATIC 1ST DOWN EXCEPT UNSPORTSMANLIKE CONDUCT

Defensive:

  • Defensive Pass Interference – 10 yard penalty and down over
  • Illegal Contact (holding, jams, etc.) – 5 yard penalty and down over
  • Illegal Flag Pull (before player has ball) – 5 yard penalty and down over
  •  Off-sides – 5 yard penalty and replay the down
  • Illegal Rushing (before a hand-off has occurred) – 5 yard penalty and replay the down
  • Inadvertent tackle – 5 yard penalty (NO DOWN OVER)
  • Inadvertent tackle From Behind w/clear path to end zone – Automatic Touchdown
  • Palpably Unfair Act – when referee determines a palpably unfair act deprived a team of a touchdown, or a longer play, a touchdown will be rewarded, or a distance penalty will be determined by the referee after consultation with other officials
  • Unsportsmanlike conduct – 15 yard penalty and automatic 1st down(possible ejection)
    • Unsportsmanlike conduct will not be tolerated (Rough play, verbal abuse, trash talking, etc. is cause for an ejection)
    • If an unsportsmanlike tackle occurs when a runner has a “clear-path” to the end zone, the offensive team will be rewarded with a touchdown
    • Any ejection will cause player to miss next game. Second ejection is grounds for expulsion from the league.

Offensive:

  • Offensive Pass Interference – 10 yard penalty and replay the down
  • Illegal motion (2 men in motion) – 5 yard penalty and replay the down
  • False Start – 5 yard penalty, play blown dead
  • Illegal Forward Pass – 5 yard penalty and loss of down
  • Running in the no run zone - 5 yard penalty and loss of down 
  • Blocking – ball is dead at the spot of the block and a 5 yard penalty
  • Leaping – ball is dead at the spot
  • Flag Guarding (including stiff arms) – ball is dead at spot
  • Illegal lateral past the line of scrimmage – ball is dead and a 5 yard penalty (loss of down)
  • Unsportsmanlike conduct – 15 yard penalty (ejection)
    • Unsportsmanlike conduct will not be tolerated (Rough play, verbal abuse, trash talking, etc. is cause for an ejection)
    • Delay of Game – clock is stopped and a 5 yard penalty
    • There is no intentional grounding penalty

Girls’ 7th – 8th Rules

For the G 7th-8th grade level we are introducing rushing and extended running rules to better prepare everyone for the High School level. With that we need to remember that this is still Flag Football and there will be no contact of the Quarterback or the rushers. We will still only be going for flags.  

Offense

  • QB sack clock
    • 7 seconds to throw the ball.
  • There is 1 QB run available per 3 downs.
    • This can be a direct run and does not have to be a role out or triggered by a rusher.
    • If a QB starts their run, but pitches/throws the ball prior to passing the line of scrimmage, then a QB run will not be called. They will retain their QB run.
  • There are still unlimited runs (except in the no run zone) for all other WR screens and RB runs.
  • If an offensive player, whether on purpose or accidentally, runs into the rusher.  A flag will be thrown and the play will be allowed to continue. After the play the defense will be allowed to accept or decline the 5-yard Impeding penalty.
    • Extra clarification on this rule:
      • The defensive rusher will be 7 yards back.
      • Once the ball is snapped, and the rusher starts her pursuit of the QB, that rusher will be allowed that straight line path they start out with.
      • If the rusher breaks that path on her own, then impeding is off as she herself broke her clear line.
      • If she stays on that clear path and an offensive player runs into her then the impeding will be blown, and the play is dead.

Defense

  • Defenses are allowed 1 rusher be play.
  • Rules For The Rusher
    • Will be marked 7 yards back by the official.
    • Will be allowed that clear straight line to the QB.
    • If the rusher leaves prior to the snap the defense loses their right to rush that down.
      • Officials will not blow the play dead but will yell out, “NO RUSH”!
    • If the rusher breaks that clear path the QB all impeding rules are off the table.
    • THERE WILL BE NO CONTACT OF THE QB BY THE RUSHER.
      • 1st offence: 5-yard roughing the passer penalty. Repeat down.
      • 2nd offence: 15-yard unsportsmanlike conduct penalty. Automatic First Down.
      • 3rd offence: Player will be ejected from the game and a possible suspension will be enforced.
    • The order of the offences can be changed depending on the nature of the contact.
    • Are allowed to go for flags and flags only.
    • If rushers have their hands up and make contact with the QB, the above penalties will be enforced.

League rules may be changed at any time if problems arise due to concerns with safety conditions, sportsmanship, or competitive balance.